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Heroes Community > Heroes 5 - Modders Workshop > Thread: [TotE MOD] Treant
Thread: [TotE MOD] Treant This thread is 2 pages long: 1 2 · «PREV
sfidanza
sfidanza


Promising
Supreme Hero
posted December 13, 2007 08:20 PM

The FAQ contains more explanation about using mods.

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Lesij
Lesij


Famous Hero
posted December 13, 2007 10:17 PM

K, fin, I have read that, but this has .h5m extension... O_O
And you told this extension is used only by HOF O_O

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sfidanza
sfidanza


Promising
Supreme Hero
posted December 14, 2007 01:42 AM

Actually, as you have read, all those files (.h5m, .h5u) are zip files. So you can just rename one extension into another.
And .h5m files in Maps/ still work in ToE, that's how maps are still used. But now, there's a better method that keeps files organized.

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Devo
Devo


Hired Hero
posted December 14, 2007 02:58 AM

So still not the "right" death animation for the 1st Treant upgrade ?
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sfidanza
sfidanza


Promising
Supreme Hero
posted December 14, 2007 10:16 PM

No. I tried various solutions, but it doesn't work.
The death anim should be specified by the DeathCharacter tag. And without the TakeRoots ability, it works. But with the TakeRoots, the game just ignores the DeathCharacter.
The new Treants have a proper death animation in their AnimSet, instead of a new model. But it gives weird result when applied to the old model. And since I can't create a new skeleton animation, I can't use that technique (there was no such anim in the beta files for the old model).
I tried applying the death anim in the "rooted" character instead, but it doesn't work either.
If someone has another idea, I'll try it. But until then, I'm pessimistic.

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Devo
Devo


Hired Hero
posted December 14, 2007 11:48 PM

Wow Mr Fidanza in difficulty! unbelievable! With my opinion we're not going to see this death'animation tomorrow
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Hellburn
Hellburn


Famous Hero
The efreet
posted January 16, 2008 02:42 PM

Ok, so while sharpening creatures is now avilable (http://heroescommunity.com/viewthread.php3?TID=24842&pagenumber=1) could someone sharpen these treants too?
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IT
IT

Tavern Dweller
posted January 27, 2008 11:33 PM

Loving the bulky ancient treant so much I changed take roots for unlimited retaliation and to balance things up reduced its damage from 10-20 to 8-18 and its speed to 4. This way I can have my beloved Treant with its death animation. Do you think it is balanced enough, what would you suggest?  

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MeVII
MeVII


posted April 23, 2009 10:27 PM
Edited by MeVII at 00:54, 24 Apr 2009.

Error?

I downloaded this MOD for TotE from the first post in this thread.
The Ancient Treant loads for the map, but not in combat, or in the creature higher screen.
You can see in this screen shot that its loaded on the map, but looking in the hero info its not loaded there, and the "old" model loads in combat and the creature higher screen.
I dont see anyone else mentioning this ... but I dont see how I could be the only one to see this ... unless its somehow only for my computer?

Suggestions? Fixes?
[URL=http://i722.photobucket.com/albums/ww226/MeVII/Misc/EntError.jpg][/URL]

Regarding the mod in the 11th post for this thread, in the internal game files is the Ancient Treant called the "guardian" or the "Soldier"? I was wondering due to the below.
Also, regarding the Ancient ent death animation not working. Does the fact the original data.pak has 7 files (one of which is even named "rooted-arena-death") and the mod only has 4 have anything to do with it? Im not a modder at all, but, dont they all need to be changed or match up with the new modded info? For that matter in the mod they are in the "sylvan" folder, in the original they are in the "preserve" and "rampart" folders. That just seems like a lot of room for error and things not to work to my eyes.
[URL=http://i722.photobucket.com/albums/ww226/MeVII/Misc/EntFiles.jpg][/URL]

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Gidoza
Gidoza


Famous Hero
posted September 26, 2018 12:22 AM

Can someone post how to change the model back to the Vanilla model if one is already playing H5.5?

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